Originally Posted by
Firefly33
It is not contradictory since we are not talking about the same thing. We are comparing random avoidance with random dps increase.
During a fight, you will always use about the same amount of offensive abilities, give or take, making crit, while random, still a bit reliable. The difference is also that a crit is rarely wasted. Sure, there are maybe some parts of a fight where you want a crit more than another, and maybe you waste crit on adds that are not really needed, but all in all, every crit is useful. The same can not be said for a dodge or parry where in my opinion, less than 10% of dodges/parries are actually useful. And by saying 10% I am being generous. Mostly they just cause overhealing for no actual gain.
With dodge and parry, the % of the damage a boss does that is dodge/parriable will vary between fight to fight, aswell as the amount of dodgable/parriable attacks you take per second. On a fight like Ji-Kun, you take about 1 hit per 6 seconds on average. Dodge and parry is not really useful unless you are taking 5+ attacks per second, that do not really happen unless you are add tanking Horridon or something, which really no paladin do as we are often on boss duty. The harder and less often the mobs hit, the worse dodge and parry gets.
Just being completely realistic dodge and parry is useless unless you can get them in the amounts of a druid/monk with having 75%+ chance to avoid.
I do not really find the design flawed that we care about DPS. It puts another level of skill to tanking and make tanking far more interesting. It makes gearing up more fun, you have something to do on farm bosses and you feel like a bigger part of the team.